75

Put simply, camping isn't fun to play against. Camping is a fairly simple, effective strategy when the game allows such a mechanic. It doesn't necessarily require a lot of skill to put a lot of pain on the other team when camping. People get frustrated and hurl insults when they're losing, especially to such a tactic that requires "so little skill" to pull ...


51

Quickscoping is older than the Call of Duty series, but it's a bigger problem in that game than elsewhere. The literal definition of quickscoping is exactly what you'd think - aiming down the sights of a sniper rifle for a short period before firing. This is in contrast to "hard scoping" where you spend most of your time aimed down the sights and lining up ...


27

Camping is generally considered bad if there is little to no opposition you can form against said camper. There are several different cases, I can give you examples: Spawn-Camping: Spawn-Camping is bad because usually, shortly after respawning, an opponent is still unprepared for combat. You spawn at a sometimes random location, you need to get your ...


26

Quick scope is the act of zooming in or "aiming down the sights" with a sniper rifle and firing almost immediately after. The term became really famous/infamous with the Call of Duty series, but the action itself goes way back to early FPS like CounterStrike. Sniper rifles do full damage, but were terribly inaccurate unless scoped. As soon as you hit the "...


25

The first shooter to display weapon recoil, that I have managed to find, is the Dirty Harry (1990) video game. The game is a side-scroller in which players must guide Dirty Harry throughout San Francisco. He wears a blue suit, although it can be exchanged for a white suit. He wields his signature Smith & Wesson Model 29, and players have the ability ...


24

I used to play zombies with people without mics, and even a stutter isn't anywhere near as slow as pausing to type out a message (which is doable if you're really used to it, but not recommended). My friends and I had a few strategies to avoid this, most of which applied to any games we played. Try to establish as much strategy as possible before playing so ...


24

First of all, the human FOV is more like 120. 180 requires you to move your eyes to really see something, the best you can do at 180 is maybe notice a movement. Distortion problems, as somebody mentioned, high FOVs cause the image to look fish-eyed. 120 is pretty much the maximum, which makes sense on a normal computer screen, as the visual plane distorts ...


22

More of an RPG with FPS elements than a pure FPS, but the original System Shock from 1994 had projectile weapon recoil. This full-sized combat rifle is based on the 2064 Interlocutor KR-5. It's not quite as powerful as it sounds, and it produces a big recoil and thus has a longer recovery time than the other weapons. Still, it's handy to have around, ...


19

Most, if not all modern FPS games released on consoles have adjustable sensitivity settings simply because it gives another dimension of control to the player. It's the same reason most operating systems include an option to change the speed of the mouse, or timeout for key-repeat, etc; different users prefer different input settings when they interact with ...


17

You can't looking at camping across all games, as different games are balanced to either encourage or discourage camping. I'll give an example of both. In Quake 3, health bubbles, armor, and weapons spawn around the map on a set timer, requiring you to keep pace moving around the map to stay healthy, armored up and well equipped. If you were to say, camp ...


15

To fully understand cl_interp and cl_interp_ratio, you need to understand what these numbers are actually doing behind the scenes. Setting them randomly can actually make your connection worse off than it was with the defaults. I'm going to give a short overview of Interpolation, what this means in terms of games on the Source engine (such as TF2), what the ...


13

ADS stands for Aim(ing) down sights. It's (in my opinion) a spectacularly stupid acronym. It refers to using iron sights or a scope, as opposed to hip firing.


10

Most first person shooter engines have a fixed FOV (Field Of View) angle. That means the screen from left to right always shows the same content regardless of screen resolution (usually about 90°). So a lower resolution on a screen of the same size means basically one thing: larger pixels. Larger pixels mean less detail. That means on long range, a player ...


9

This is a topic called "lag compensation" and it is one critical aspect of network-based gaming, especially in shooters. The best article about this that I've read is on the Valve Developer Wiki, but I'll attempt to summarize in some simpler terms. When you're playing a game with other players on a network, you are essentially sending a series of commands ...


8

Mouse movement interpretation can be vastly different between different game-engines, and often even between different games using the same engine. There is no standard for mouse sensitivity, so the only way to measure it is to use our own impression. When I start a new FPS game, the first thing I do to calibrate the mouse sensitivity is: close my eyes ...


8

I've experienced this and in my case I believe it's because when I'm lost I'll start to run around the map (using the run function if there is one) looking for something familiar or some enemy I haven't killed. All this running means a lot of turning around and thus a lot of visual input. The result is a motion-sickness like feeling. Your mileage may vary....


8

According to Phoenix: The Rise & Fall of Video Games, 3rd edition : In 1989 : Konix developed other controllers for the system. One was a light gun that had attachments to turn it into a light rifle. It even had a recoil when it fired to make it realistic. According to wikipedia, the system with recoil was first demonstrated in February 1989 at ...


7

Quickscoping is exactly what you just said. Being ready to take a shot, zooming in, then immediately firing. However, your bit about TF2 is wrong. A sniper rifle (stock) can do between 50-150 damage without hitting someone's head, usually. It does such a wide range of damage because it charges while you are scoped in, if you look to the right side of the ...


7

No, simply because of how FPS games track your movement. touch in fact doesn't work with most FPS games at all, pointing with touch will instead make your view spazz out. This happens because most FPS games are using mouse axis movement to move the camera, your mouse isn't acting as a pointer on X by Y pixels anymore, it's instead tracking movement as if it ...


7

Here's what I did: Turned up the sensitivity ALL the way and played through the single-player campaign (on "Easy"; the point is just to get used to all that sensitivity). I tend to overthink and process things slowly; what you need to do is act instinctively. So I turned down the sensitivity JUST A BIT and played a bunch of free-for-all matches where I ...


6

I recommend you check out http://www.Co-Optimus.com, it has an extensive catalogue of games by co-op features, and you can filter by online/offline, genre, etc. This is their X360 section


6

You are exploiting the AI The player is using meta-knowledge about the AI of a particular game to gain an (unfair?) advantage. This fits the definition of to exploit: to use (someone or something) in a way that helps you unfairly I hear this term being used often in relation to technical Minecraft, where many automated farms rely on some sort of exploit ...


6

It's called being on "rails". You can see this in several games, NES Adventures of Bayou Billy stage 2 being one of the oldest I can remember. Revolution X being one of the later ones. In levels like this, you are on a "rail" being moved by the screen shooting at things. You don't see the rail and can only control your guns, but feel your movement to the ...


5

Take the time to practice all of these things by yourself, in a practice game or against bots Mindset - protect yourself first and be unaffected by enemy gunshots Control - every movement in battle needs to be deliberate, and perfectly executed Take Cover - a single mistake here will cost you your life Dodge Bullets - know how to sprint from cover to cover, ...


5

This answer is aimed at non-realistic FPSes. This info is designed to assist anyone playing games like anything from the Tribes franchise, Quake, Half-Life, Unreal Tournament, etc. NUMBER ONE: LEARN. THE. MAP. This one is in all caps, header font and fully-written because I can't emphasize it enough. In fact I'm frankly stunned it hasn't been mentioned ...


5

It depends on what you consider camping.. As others have stated, many times people complain about camping, when really the opponents are just sniping, or are just mad and want to find an excuse as to why they keep dying. Sniping is when someone with a sniper rifle or another long ranged weapon sits in a well protected area with land mines/claymores/radars/...


5

If my memory is right, the hard reload was one done automatically when you kept pressing fire and eventually ran out of ammo, in contrast the soft reload was done when you manually selected reload without trying to shoot first (so, in the example, you were reloading while still having few bullets left) The difference is hard to notice, but because in first ...


4

Normal people complain, because they've heard the Pros complain. The Pros complain because they truly notice the difference and get much more (actually not that many) shots on a 128 tick server. Now you and me will probably never see any difference at all just because we don't have a professional's reflexes and senses. Although it happens and some shots ...


4

1 and 2 are easily answered in one answer: The sounds are a combination of both, Unreal Tournament and Quake. The kill streaks and headshot sounds are from UT and other sounds like Impressive, Holy Sh*t, etc are from Quake. 3 is too broad... There are too many mods out there doing equal stuff and they're all different. Basically every mod has sounds for: ...


Only top voted, non community-wiki answers of a minimum length are eligible